Transfer Durak is the most popular variant of classic Durak. There's just one key difference, but it turns the whole game upside down: instead of beating the attack, the defender may "transfer" it to the next player by adding a card of the same rank. This move is what constantly sparks tricky situations at the table — and that's exactly what we'll break down with clear examples. In every diagram below, the trump suit is spades (♠).
The rules of Transfer Durak in a minute
- Deck and deal. The game uses a 36-card deck, and each player is dealt 6 cards. The bottom card of the deck is turned face up — its suit becomes the trump. The player holding the lowest trump goes first.
- Attack and defence. The attacker plays a card, and the defender beats it with a higher card of the same suit or with any trump.
- Adding cards. After the first card is beaten, opponents may add cards only of ranks already on the table — as long as the defender still has cards to beat them.
- Drawing and the finish. After a round, players draw from the deck back up to six cards (the attacker first). The last player left holding cards loses — that player is the "durak" (fool).
Beating: the 7♦ attack is beaten by a higher card of the same suit (9♦) or by any trump (2♠). In the diagrams the trump has a gold frame.
The transfer — the key move
A transfer is passing the attack to the next player with a card of the same rank. Someone attacks you with a six — you add your own six, and now the next player has to defend, and against two cards at once. Meanwhile your cards stay in your hand.
Basic transfer: to the 6♦ attack we add our 6♣ — now the next player defends against two sixes.
You can also transfer with a trump of the same rank — this is a "trump transfer". It's a sharp move: you both pass the attack along and discard a trump. But it's usually better to save the trump for defence in the endgame.
Trump transfer: we transfer the 8♥ attack with the trump 8♠. The rank matches — the transfer goes through.
When you can't transfer
Two restrictions settle most arguments at the table.
Already beaten — no more transfers: having beaten 7♦ with 9♦, you can no longer answer the added 7♣ with a transfer, only beat it or take.
1. You've already beaten a card
As soon as you've beaten at least one card in this round, transfers are closed — from then on you can only defend or take.
2. The next player has few cards
You can't transfer if that would leave more cards on the table than the next player holds in hand: they'd have nothing left to beat them with.
A chain of transfers
Transfers can keep going around the table: if the next player in turn has a card of the same rank and hasn't beaten anything yet — they transfer too. The attack can travel all the way around the table and come back to whoever started it.
The chain: player A leads 5♦, B transfers with 5♣, C with 5♥, and the fourth player now defends against three fives at once.
A round explained: a step-by-step example
Let's put it all together in a short example. The trump is spades (♠), and three players are at the table: Alice, Bob and Carol.
- Move 1. Alice attacks Bob with the seven of diamonds (7♦).
- Move 2. Bob has the seven of clubs — he transfers the attack to Carol: there are now two sevens on the table (7♦ and 7♣), and Carol has to defend.
- Move 3. Carol has no sevens, but she does have the trump 2♠ and the 8♦. She beats them: 7♦ with the 8♦, and 7♣ with the trump 2♠. No further transfer is possible — Carol is already defending.
- Result. Carol has beaten everything, the cards go to the discard pile, and she leads next. Had she failed to beat both sevens, she would have taken all four cards from the table.
The example's resolution: Carol beats 7♦ with the eight of diamonds, and the transferred 7♣ with the trump two.
Turn order and drawing cards
People argue about the turn and draw order almost as often as about the transfer itself. Let's lay it all out.
- Who goes first. The first move of the game belongs to the player holding the lowest trump. After that, whoever defended or took in the previous round attacks (see below).
- Who goes after a round. If the defender beat everything — they attack next. If they took the cards — they skip the turn, and the player to their left attacks.
- Draw order. After a round everyone draws from the deck back up to six cards. The player who led (the main attacker) draws first, then clockwise, and the defender draws last. That's why the last card of the deck (and the face-up trump) most often goes to the player who defended or to whoever draws last.
- How many cards in an attack. Under the classic rules, the first round is attacked with no more than five cards, and after that up to six. The overall limit is always the same: there can't be more cards on the table than the defender holds in hand.
Frequently asked questions and tricky situations
Here's what players most often look up and argue about at the table.
Tactics: when to transfer and when to beat
- Transfer to shed dead weight. A transfer is a way to offload an "awkward" low card without spending trumps on defence.
- Don't transfer blindly. If the next player has plenty of cards, a transfer only inflates the attack, and defending it becomes harder for whoever's next — sometimes you again.
- Save your trumps. A trump transfer looks impressive, but it's usually better to keep the trump for defence in the endgame.
- Count your opponents' cards. A transfer is only possible if the next player has enough cards — by their hand size you can predict whether they'll beat the attack or take it.
Play Transfer Durak online
Now that you've got the rules and the tricky moments down, lock them in with a game. On muta.pro you can play Transfer Durak online for free — head-to-head with a friend by room code, in a group, or against a bot. The full reference with move-by-move analysis is on the Transfer Durak rules page, and the terms from this article are in the glossary of game terms.